Gundam Wing: Endless Duel/Shenlong

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Shenlong
Classification XXXG-01S
Model number Shenlong Gundam
Height 16.4
Weight 7.4
Pilot Wufei Chang

Specials

Dragon Fang
ドラゴンハング
Ground or
+
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or link 15 56 or until landing KD -16 to -22
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or link 13 58, or until landing. KD -12


Hundred Glaive
ハンドレッドグレイブ
Ground or
+
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or link 15; 9 in air 32, or until landing. +2 +2
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or link 15; 9 in air 56, or until landing. +2 +2


Dragon Fang Fire
ドラゴンハングファイヤー
Ground or
+
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 14 86, or until landing. -6 +1

13-frame starting invincibility. If started in the air, the player remains in the air until finished.


Basics

Stand Weak Punch
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 6 12 +1 +1 link

Chains: / / / :: link+ / / /


Stand Strong Punch
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 30 KD -12


Stand Weak Weapon
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 5 21 -3 -3

Chains: / :: link+ / /


Stand Strong Weapon
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 39 KD -18


Crouch Weak Punch
+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 6 12 +1 +1 link

Chains: / / / :: link+ / / /


Crouch Strong Punch
+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 18 KD -3

Hits Off The Ground.


Crouch Weak Weapon
+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 22 -5 -5

Chains off second hit only: / :: link+ /


Crouch Strong Weapon
+ link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 35 +13 -8

Hits up to three times.


Air Weak Punch
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 5 Until ground


Air Strong Punch
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 6 Until ground

Special cancelable. Knocks down


Air Weak Weapon
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 5 Until ground


Air Strong Weapon
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 Until ground

Hits up to three times.


Air Down Weak Weapon
+link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 5 Until ground


Vulcans
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
Far link 9 41 total -

Cancels into Special and Super Moves. Also chains into Strong vulcans

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
Far link 9 73 total

Cancels into Special and Super Moves.


Movement Data

Forward Block Dash
35f; Frames 1-10 block high, frames 11-30 block high while advancing, frames 31-35 are recovery and can be superjump cancelled.


Backwards Block Dash
45f; Frames 1-4 block high, frames 5-24 block airborne while retreating, frames 25-45 are recovery and can be superjump cancelled.


Jump
47f; Frames 1-4 prejump, frames 5-41 airborne. In landing stun for 15 frames afterwards.


Boost Jump
51f; Airborne from frame 5. In landing stun for 15 frames afterwards. Frames 1-7 invincible to strikes and projectiles. Can act on frame 22.


Air Dash Forwards/Backwards
9f forward, 9f backwards


Air Dash Up-Forwards/Backwards
17f


Air Dash Up
22f


Dash
26f, Can cancel with any grounded attack at any point.


Backdash
24f; Frames 5-24 airborne.  In landing stun for 15 frames afterwards.


Combos

5WP start
5WP can be substituted for 2WP.
5WPx4 > 236S (4/3 hits)
5WPx4 > 5WW > 5SP > 66 > 2WW
5WPx4 > 5WW > 623X
5WPx2 > 5WW > 2WW > 236S > 2WW > 66 > 2WW > 2SP
5WPx2 > 5WW > 2WW > 5SW > 66 > 2WW > 2SP
5WPx4 > 5WW > 2WW > 236236X
5WW start
5WW > 2WW > 236S > 2WW > 2WP > 236236X
5WW > 2WW > 5SW
Vulcan start
(v.WP >) v.SP > 236236X
v.WP combos to v.SP with opponent near corner.

Strengths

  • All moves can be done in air.
  • Can counter everything and anything.
  • Lighting fast.
  • Very effective attacks.
  • Some good combos (i.e. easy, but damaging).
  • Great reach.

Weaknesses

  • Specials aren't all that great.
  • Damage is average at best.
  • Lowest defense in the game.
  • Most good combos require proximity.
  • Strength comes from combos. Little strength otherwise.
  • Weak Super
  • Short movelist.

Information

FGT: 160

WEP: 110

SPD: 130

POW: 140

ARM: 120

AMS: Dragon Hang*1, Shenlong Shield*1, Flame thrower*2, Beam Glaive*1, Main Vernier*1

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